i think your modeling looks great but you should hit up tilable textures instead of all having all polygons have their own texture space. It will save you some time and your pixel density will increase while keeping your texture space low doing great!
Well, I've never had to import from XSI, so I don't know what flags you have on or off here, but it's pretty much an impossible scenario that geometry cannot be fixed. edit polygons>normals>set vertex normal dialog box>unlock normals *should* do the trick.
just wondered what everybody and their dog thinks about snake's hair from the mgs4 trailer: to me that looks like a blend of common alpha mapped polygones and some custom developed stuff that's used to mix in strands of hair. like it can be seen on his moustache and the hair in the neck area. tasty!
@d00kie - I like the poly limit idea. My strategy was to not worry about the poly count, get a good looking model then go in and chip away at the polygons...is this a bad approach? - what do you mean by dual belt? 2 separate belts holding up the axe and bag? thanks for the feedback!
The idle animation seems new. I noticed that her elbows loose a lot of shape and volume when her arm bends. Perhaps some extra polygons in the joints or some refinement in the blend weights would help. Also the gun's handle is clipping through her forearm. It's a fun retro character design though.
Wow that looks amazing! I can't wait for this tech to arrive. I wonder if this could be used to improve things like dnyamesh. So as you sculpt you dont ever have to worry about your resolution or polygons getting too stretched it's all just handled in real time automatically. That would be awesome.
Looks to me like the model might have reversed normals before you sent it to mudbox. Check the vertex-normals (display > polygon > vertex normals). If they're pointing in the wrong direction but the object still renders fine with backface-culling, you probably have the opposite flag turned on in your render stats for the…
Taking a look at game assets is almost always educational. Look into the GTA4 mod scene for tools to help you out there. Yes, you can use smooth preview to get a high poly for normals, you'll need to do Convert>Smooth Mesh Preview to Polygons first. Good practice to create a duplicate first.
The best result you can get is doing retopology by hands. I'm using Modo for this. Tools like Topology Pen and Bridge can make a lot of work for you so you don't have to create each polygon by youself. Instead you create only "key" points and let the tools do the rest.
Statue looks well-sculpted - fond of that. :) I think the lighting needs to be harsher - in the screenshots of the set the lighting is more contrasting. I'm not sure if it's just the lighting but I think the furniture may be darker on the screenshots too - yours are quite brown. I agree with Laughing_Bun: Definitely put…